Mihstu

Medium elemental, neutral evil

Armor Class 15
Hit Points 112 (15d8 + 45)
Speed fly 90 ft. (hover)

STR DEX CON INT WIS CHA
14 (+2) 20 (+5) 16 (+3) 8 (-1) 10 (+0) 6 (-2)

Skills Perception +3, Stealth +8
Damage Resistances cold, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities lightning, poison
Condition Immunities exhaustion, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses darkvision 60 ft., passive Perception 13
Languages Auran
Challenge 7 (2,900 XP)

Special Traits

  • Air Form. The mihstu can enter a hostile creature’s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.
  • Aura of Wind. Ranged attacks against the mihstu have disadvantage. When a creature within 10 feet of the mihstu casts a spell with a material component, it must succeed on a DC 14 Dexterity saving throw or fail to cast the spell as the material component is blown out of the creature’s hand into a space within 5 feet of it.
  • Elemental Nature. The mihstu doesn’t require air, food, drink, or sleep.

Actions

  • Multiattack. The mihstu makes two Lightning Tentacle attacks.
  • Lightning Tentacle. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage plus 7 (2d6) lightning damage.
  • Draining Presence (recharge 5-6). The mihstu’s cold, windy embrace drains vital fluids from a creature in the mihstu’s space. The creature must make a DC 14 Constitution saving throw, taking 27 (6d8) cold damage on a failed save, or half as much damage on a successful one. The mihstu regains hit points equal to the damage dealt.

Reactions

  • Static Discharge. When a creature that is wearing metal armor or that is attacking with a weapon made of metal hits the mihstu, the creature must succeed on a DC 14 Dexterity saving throw or take 3 (1d6) lightning damage.
Section 15: Copyright Notice

City of Brass ©2018 Frog God Games; Authors: Casey Christofferson and Scott Greene